An ancient fortress ruin located in the southwestern, rockiest part of the Sundered Hills. Its origin is unknown, but it is most likely Nedic - possibly the same culture that founded the city known as Elinhir today.

It has been periodically occupied by Reachmen since at least the second era. In times of rebellion or independence, it has served as a safe place from which to launch raids and secure the eastern Reach border.

Hjalti Early-Beard famously besieged the fortress while in service of King Cuhlecain of Colovian Falcrenth. He used Thu'um to shout down the walls, thereby removing some of the strategic importance of the place. The Reachmen currently dwelling here have tried to reinforce the crumbling wall ruins with wooden palisades, and the site being in the bottom of a canyon does have a defensive quality.

In the aftermath of the War of Bend'r Mahk, the Reachmen borderer tribes living in the lower Druadachs has migrated in large numbers to the Sundered Hills and Old Hrol'dan. From here, they raid the surrounding Nord farmsteads, and they are attempting to cut out an autonomous region of their own in the grey wasteland.

Nobody expects an Old Hrol'dan update! Blazed through this in the past five days. It is made completely from scratch - nothing remains from the old Old Hrol'dan, except as concepts and ideas conceived during previous work.

I haven't seperated the files from the RestExteriors file yet, I'm thinking of grabbing a larger chunk of Sundered Hills, and just have it as a seperate file. I'd like to paste Spineinside's showcase somewhere east of this. Apologies for the large file.

Thanks. This version is tenfold times better than the previous one that I lost a week ago, so in retrospective it was a good thing. Even with how depressingly annoying it is having hours and hours of work lost.

Looks great! Reminds me of that hidden valley from TES V, where Boethia prince was to be found in Molag Bal quest, only cooler and more deeply set in lore. However, why are gate guardians hostile? It would be pity if this city would be naught but a giant "mob-zone", full of 'savage' enemies - we can do much better than that in portraying Reachman culture. edit: I realised this sentence might have sounded a tad aggresive... I'm sorry if you felt offended I didn't mean it as an attack on you, it's just something I considered worth pointing out, as I thought we agreed only really small Reachmen camps would be hostile, and there's lots of potential going wasted with Old Hrol'dan if it's all outrightly aggresive, in my opinion.

Another small nitpick - the ladders by the gate are too steep to walk them up right now.

I can't express how much I like what you achieved here; it's truly a jewel like Baan Malur. You got damn good in exterior modding, if I might say so.

Looking forward to seeing this together with spineinside's claim (and your Beorinhal too, maybe?) Overall I agree it might be beneficial if we create a separate workfile for Sundered Hills region, from this, spineinside's showcase and other cells we have already finished. Druadach Highlands and Vorndgad Forest regions benefited from such approach.

Btw we really should have functional crows/ravens for this region, they'd work great here.

berry wrote:However, why are gate guardians hostile? It would be pity if this city would be naught but a giant "mob-zone", full of 'savage' enemies - we can do much better than that in portraying Reachman culture. Another small nitpick - the ladders by the gate are too steep to walk them up right now.

Don't pay attention to the current NPC's. But thanks about the hint with the ladders. The camp/city will be hostile in dialogue but not attack the player outright. I have a lot of hopefully interesting lore prepared for these tribes and their history, which will explain more.

Edit: No offense taken at all, berry. I had actually been discussing the same thing with worsas on IRC.

Looks great, roerich! You've definitely nailed the characteristics of both settlements. Beorinhal looks like a real fortress, and Old Hrol'Dan looks like an old ruin that has slowly beem crumbling away for centuries. Perfect.

I really enjoy how those houses line up the approach to the Beorichal keep. Gives it a very military and defensive atmosphere. Well planned! Hopefully the walls of the fort are accessible (even without an interior, just to access the top walkway, for that spectacular view).

Salivating to wait for a file. This work combined with the finished Markarth and Karthwasten should really shut up people who don't read our forum and call it 'dead project lol' after about 5 seconds of looking.

<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

Here you go. This is a very wonky file. It hasn't been cut from the RestExteriors in this file (lol), and the fort pieces haven't been replaced with Tamriel Data variants. I will make sure to make a correct version of this when I get around to it. Possibly making a claim map to make it more manageable.

Many thanks, roerich. I'm trying to get a sense of just how much work we have left to do on the Reach's exterior. Thankfully, it's looking like a reasonable amount now that we've moved Falkirstad north. The exteriors of all the Reach's major settlements are pretty close to completion, it seems. We mostly have to worry about filling in the bits of unfinished wilderness in between.